It was his destiny to be eaten by a troll and then raised from the dead.Falling Icicle said:If it wasn't someone's destiny to get eaten by a troll, how did it happen?
It was his destiny to be eaten by a troll and then raised from the dead.Falling Icicle said:If it wasn't someone's destiny to get eaten by a troll, how did it happen?
Falling Icicle said:If it wasn't someone's destiny to get eaten by a troll, how did it happen? This is one problem with this approach. Just what is destiny and just how much control does it have over events? It is inconceivable that in a world of multiple, very imperfect, different and rival gods, that destiny could be some kind of divine plan. There's simply no way the gods of good and evil would agree on what should be. So if destiny is not a divine plan, then what is it? Is it a power that transcends even the gods? And if so, then as I asked before, how is it that what is destined is not what always comes to pass? Who or what in the setting determines whether someone is "destined" for another chance?
I have always viewed Destiny as something that is in flux, it is that little thing that is always one-step ahead of you.
Destiny is the only true omnipresence in D&D. It is something that sees everything you will do, may do, and when. It sees what your true Destiny is, us as people may believe our Destiny lays in for your example slaying the great evil. But it truly wasn't it could be...
-The journey to do so leads you to impact the lives of those around you, sending them to do great things.
-You discover something in your journey to defeat the great evil that alters the world.
-After the death of the great evil, circumstances change and sets in motion your true destiny.
Those are just a couple examples.
Now that is not to say Destiny cannot be tricked, it is just extremely difficult. Some Gods may be able to do so, some Epic-level characters may be able to do, "once per day when you die..." could be you tricking Destiny into this not being your time-to-die, etc.
Hell, I have always viewed the Star-Pact as being tied to Fate and Destiny, so perhaps you could make a deal with the Fates to alter your Destiny, etc.
That could actually mean, that the Destiny to befowl you is loose and only when you begin to step into that Destiny that Destiny begins to become a presence in your life.
Sorta the idea, that one has the opportunity to step into one's Destiny either knowingly or unknowingly or mis-step and become simply a normal adventurer.
To a certain extent, I don't have a problem with this. If you think of PCs as having mana in the original Maori sense of the word (that is to say, mystical/spiritual power and prestige), then the more powerful they become (eg. the higher the level they attain), the more mana they get and the more likely it is they will be "noticed" by whoever/whatever it is that decides whether or not they have fulfilled their destiny and can be brought back from the dead. This would help explain why lower level characters are more likely to stay dead than higher level ones.Lurker37 said:This all souinds great, until you remember one designer's comment that characters of level 1-10 tend to stay dead - if they die you roll up a new character.
That's equal parts high drama (good!) and the DM deciding to screw with your character (bad!). I think the second one would get just as tired as any other DM fiat excuse after the fourth time or so.Will said:That sucks, that's horrible, and that's exactly the kind of cursing the heavens I'd LIKE in a game.
Now this I like.Will said:And, hell, eventually maybe when the Fates decide someone you care about is destined to die... you go have a chat about that.
Falling Icicle said:If it wasn't someone's destiny to get eaten by a troll, how did it happen? This is one problem with this approach. Just what is destiny and just how much control does it have over events?
I will sum up: the journey to the underworld should exist as a powerful mythic journey, a dark echo of every dungeon delve into the unknown, with ultimate risk and ultimate reward, but it should also be a journey into a real place, with actual, constant rules. I want a system where you can represent Hades, god of the dead as utterly implacable at ninth level, able to be influenced with extreme skill and luck at nineteenth, and able to be beaten up and his stuff taken at twenty-ninth. I want my mythic components built out of set-in-stone, understandable rules, and I want there to be either upper limits on how much the myth can work, or alternately, I want recognizable reality and expectations to be thrown out the window when they encounter the trump mythic reality. It's great to have dragons that represent the destructive elements of human greed and who can be overcome through their lust for treasure, but it's also important to remember that no matter how much of the human condition they model, they are creatures who you can beat with an axe until dead (and then steal their eggs and raise their young in slavery).Wait a minute. The way I read your posting, you basically agree with me in every way regarding raising people by making a dangerous voyage to the underworld, in contrast to the standart D&D-way of using dumb "Raise Dead"-spells and other stuff like "Ressurection".
Either I can't read right, or you disagree with me on something I can't really fathom.
Amphimir Míriel said:Heh, we are going to have to agree to disagree, because I think the above is an example of great storytelling and a way to add drama to the game.
The "hero who can save the world but lives with the shame of being unable to save his sister" is a great thing to roleplay.
BTW, if you don´t believe me, read Rich Burlew´s excellent "Order of the Stick" webcomic, it once featured a similarly dramatic event, regarding a failed Raise Dead spell.
I'm going to chime in and declare a flat distate for such inherent mechanisms. The Raven Lands are an actual place, where the PCs can go, ruled over by an NPC, whom the PCs can avoid, diplomize, or stabify. Why? Because one day long ago, you chose to set out and go adventuring, and have chosen to continue every day since. You have chosen to fight, and been able to win, battle after battle after battle, and have now reached the point where when your own personal Death incarnates and tries to take you, you can have one of your buddies cast Death Ward and then murder your Death at your leisure. You can exceed playing out the myths of Arachnae and Orpheus and start playing out the Titanomachy, with your party cast as the newly-ascendant gods.Irda Ranger said:Ooh, I like it. Basically, like how Voldomort avoided death - but at a cost that makes it impossible for PCs to really emulate.
"You can come back, but you won't come back the same, or alone. It goes without saying that having spent time in the Raven Queen's Lands, you will never be the same. But far worse, when you crossed over, something came along for the ride."
Good, plot oozy goodness.
*****
As for the thread, going forward I entrust my votes to Robert Liguori to use at his discretion. Good show, sir!
I'm reminded of how 3E changed wizards "memorising" spells to "preparing" them.small pumpkin man said:It doesn't. All it does is change he base assumption from "anybody can get raised unless there's a good reason not to" to "no-one can get raised unless there's a good reason they can".
Depending on your definition of "good reason", this could make no difference at all.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.